Game technology in cognitive rehabilitation of spatial navigation impairment

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Preliminary analyses were performed on the current sample of forty-five participants. Inspection of strategies in the Starmaze task showed that 50% of participants who completed the egocentric training changed navigation strategy in the post-training trial. 22.22% of participants who received the allocentric training shifted strategy in the post-training trial. 18.75% and 16.67% of participants adopted a different strategy in the psycho-education and non-psychoeducation groups, respectively.

Original languageEnglish
Title of host publication2017 International Conference on Virtual Rehabilitation, ICVR 2017
PublisherInstitute of Electrical and Electronics Engineers Inc.
Volume2017-June
ISBN (Electronic)9781509030538
DOIs
Publication statusPublished - 10 Aug 2017
Event2017 International Conference on Virtual Rehabilitation, ICVR 2017 - Montreal, Canada
Duration: 19 Jun 201722 Jun 2017

Conference

Conference2017 International Conference on Virtual Rehabilitation, ICVR 2017
Country/TerritoryCanada
CityMontreal
Period19/06/1722/06/17

Keywords

  • navigation
  • rehabilitation
  • serious-gaming
  • stroke

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